ogre_16_logoWe just thought we’d sneak this one in before the end of the year! OGRE v1.6.5 is now officially released, which will most likely be the final official maintenance release of the v1.6 (‘Shoggoth’) branch. As usual it’s a stability and bugfix release for those in production environments, full details of which are available after the jump. All of the fancy new goodies are saved for 1.7 which should be out in Release Candidate form very shortly – or right now if you want to access our repository before the official release.

Enjoy, and have a happy new year!

Changes since v1.6.4:

  • If Mesh::buildTangentVectors is called and causes vertex splits, and mesh had pose animation, make sure we fix up the poses too.
  • Change 0 -> NULL in Dx9 Present() call, user reported issue on Intel G33/G31 GPU allegedly resolved by this (illogical, but does no harm)
  • Fix a crash when trying to render a line list with stencil shadows enabled
  • Deal with Dx9 device lost for hardware occlusion queries better
  • Fix problem in OpenGL when mixing anisotropy levels in different texture units on the same pass
  • Fix Win x64 RTC issues with timer
  • Fix bug in HLSL with 3×4 matrix arrays
  • Culling fixes for InstancedGeometry
  • Prevent GLX ConfigDialog from creating empty dropdown elements which cause a crash when clicked on.
  • Fix straggling texture unit state bug with multiple contexts in GL.
  • PF_L8 is not likely to be a valid render target format on many cards, use PF_X8R8G8B8 as is the default for non-depth shadows.
  • Documentation updates